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Added implementation plan for testing game.
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1 changed files with 34 additions and 2 deletions
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@ -9,6 +9,7 @@ simple yet still reasonably playable and not-quite-bog-standard
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starting game in Evennia. The tutorial text itself will eventually be
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found from the Dev blog and from the wiki.
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Ideas & Initial Brainstorm
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---------------------------
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@ -35,6 +36,7 @@ Inventory of code we need:
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- No quests, for simplicity. Use gold as a highscore.
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- Death respawn mechanism
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Elaboration based on Brainstorm
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-------------------------------
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@ -87,7 +89,7 @@ Elaboration based on Brainstorm
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influences the discount/higher price offered for selling/buying.
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* Attacking another player or NPC will start a combat queue.
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Combat happens in turns. Each turn each player may do two actions,
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Combat happens in turns. Each turn each player may enter two actions,
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picking among the following:
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- attack
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- parry (with weapon)
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@ -96,6 +98,7 @@ Elaboration based on Brainstorm
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- dodge
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- flee <direction>
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- block (anti-flee)
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- switch <weapon>
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Emoting is free in each round, but movement is forbidden unless one
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tries to flee (agi challenge, or cancelled by block action). All
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combattants involved in a fight submits their actions, then combat
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@ -136,4 +139,33 @@ Elaboration based on Brainstorm
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* Death means loosing inventory (except weakest item, as mentioned),
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but no loss of gold. Otherwise death is cheap - one respawns at a
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random starting position (probably needing special-aliased rooms to
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use for this - maybe with one-way exits).
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use for this - maybe with one-way exits).
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Rough plan for order of implementation
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--------------------------------------
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1) Conflict resolution system - work out how basic challenges should work, what format ingoing Skills
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should have and how generic bonuses from attributes and equipment affect things. Make a generic
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API for it. Try to list all supported plus/minues equipment may offer.
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2) Using skills - create XP and automatic skill improvement code
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3) Define new Character typeclass that stores skills/attributes in a way that the conflict
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system understands. Chars should also have the ability to "wear" things, so some
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sort of slot system is needed. Gold needs to be stored in a separate variable.
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4) Create "sell/buy" command stump, for testing the Skill resolution code with fixed on-character values.
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5) Create Combat queue code for turn-taking combat. Reiterate so that it works with the generic form of
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Skills and conflict resolution.
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6) Create all included skills and their associated commands.
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7) Test commands manually with two PC characters in the Combat queue and in other challenge situations.
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8) Create loot-creation mechanism based on equipment lists, for spawning semi-random items and gear.
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9) Create Death-respawn mechanism, including loss of equipment and transfer of same to the winner.
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10) Create NPC/mobile object runner Script. Use a copy of Character typeclass for mobiles, except some
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automation hooks and AI states. Tie loot creation to the death of NPCs.
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11) Test PC vs NPC combat and other challenges.
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12) Create merchants as interactive, immortal NPCs with the "barter" skill.
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13) Create Character creation module, for assigning attributes/skills when first starting.
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Add appropriate commands to ooccmdset.
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14) Add "give" command to command set. Remove unused commands like "drop" (or make it admin-only). Possibly
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expand "look" command to allow to look across exits into the next room. Also add "highscore" command for
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viewing game statistics.
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15) <starting building of game world>
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